> [!note|no-i] # Summon Abomination > **Range:** Special > **Duration:** Special > > You violently tear a rift in the Veil and summon forth an abomination of dread power. Choose from: (i) Eye Terror, (ii) Roper, (iii) Ghost, (iv) Giant Spider Nestmother, (v) Malafas, or (vi) Tentacle Spawn. The entity that appears depends on your spell casting check as outlined below: > > | Result | Outcome | > |--------------------|-------------------------------------------------------------------------| > | **Failure** | No entity appears. | > | **Terrible Failure**| An uncontrolled, enraged random entity appears within Melee range and attacks. It vanishes in 1d4 minutes. | > | **Success** | A random entity appears within Melee range and obeys your orders for 2d6 rounds, then vanishes. | > | **Great Success** | The intended entity appears within Close range and obeys your orders for 3d6 rounds, then vanishes. Or, you may summon a **Greater Horror** (see rules for Greater Horrors). | > > **Rules for Summoning** > - You may only have one summoned entity at a time (controlled or not). > - If in combat, the entity manifests during the casting round and may act the next round. > - Each round after the first, you must spend an action and succeed on a Will check to maintain control of the entity, or it goes uncontrolled (as per the Terrible Failure result). > - The entity naturally defends you or can perform a specific task. Once summoned and issued orders, the entity need not remain within Close range or line of sight. > - No conjuring is without cost: lose 1 *Luck*. > - If you are killed, rendered unconscious, or lose control of your wits, the entity immediately goes uncontrolled as above. > > **Rules for Greater Horrors** > - Roll 1d2 for i) Balor, or ii) Nightwalker. The entity obeys your orders for 1d6 rounds, after which it destroys any and all life around it for d66 hours before vanishing. > - Lose 1d4 Con. > - Permanently lose 1d4 *Luck*. > - Suffer a random Madness.